Files
FireKrackers/Source/FireworkDuels/InventoryItem.h
2023-07-21 08:58:28 +02:00

57 lines
1.2 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"
#include "CustomDataTypes.h"
#include "GameFramework/Actor.h"
#include "InventoryItem.generated.h"
UCLASS()
class FIREWORKDUELS_API AInventoryItem : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AInventoryItem();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UStaticMeshComponent* StaticMeshComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
USphereComponent* Collision;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMesh* StaticMesh;
UPROPERTY(BlueprintReadOnly)
FFireworkData FireworkData;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
float TargetDistanceAlongSpline;
UPROPERTY(EditAnywhere)
bool bIsFirework;
UPROPERTY(EditDefaultsOnly)
float CollisionRadius;
UFUNCTION()
void Initialize();
UFUNCTION(BlueprintImplementableEvent)
void TryDestroy();
};